Beginning PBR Texturing : Learn Physically Based Rendering with Allegorithmic's Substance Painter /: Learn Physically Based Rendering with Allegorithmic's Substance Painter. (2020)
- Record Type:
- Book
- Title:
- Beginning PBR Texturing : Learn Physically Based Rendering with Allegorithmic's Substance Painter /: Learn Physically Based Rendering with Allegorithmic's Substance Painter. (2020)
- Main Title:
- Beginning PBR Texturing : Learn Physically Based Rendering with Allegorithmic's Substance Painter
- Further Information:
- Note: Abhishek Kumar.
- Authors:
- Kumar, Abhishek
- Contents:
- Chapter 1: IntroductionChapter Goal: This chapter introduces the reader to the layout of the book and how to best use the book in a practical way to develop their skills.Sub-Topics• What is our goal• A career as game developer • How to best use this book Chapter 2: Graphics in the Game IndustryChapter Goal: In this chapter, the readers will take a peek into the working of the video game industry. Also, software used in the Production pipeline are discussed. Sub-Topics • Concept of computer graphics• Visualization basics• What is PBR?• Game render engines or game engines Chapter 3: Workflow of TexturingChapter Goal: This chapter discusses the general workflows of preparing a model for texturing. The concept and importance of UV unwrapping are also considered as well as common problems that usually arise during work and how to handle them. Sub-Topics• Game texturing pipeline• What is UV mapping?• What are the different types of texture maps? Chapter 4: Texturing Games vs Texturing MoviesChapter Goal: Here the reader will learn more about the major differences as well as the similarities between texturing assets for movies and texturing assets for games. Sub-Topics• Texture map fundamental• What are the major differences?• Common pipelines and similarities Chapter 5: PBR Texturing vs Traditional TexturingChapter Goal: In this chapter, we discuss the various traditional and modern texturing methods and their pros and cons. This will help readers decide which method is bestChapter 1: IntroductionChapter Goal: This chapter introduces the reader to the layout of the book and how to best use the book in a practical way to develop their skills.Sub-Topics• What is our goal• A career as game developer • How to best use this book Chapter 2: Graphics in the Game IndustryChapter Goal: In this chapter, the readers will take a peek into the working of the video game industry. Also, software used in the Production pipeline are discussed. Sub-Topics • Concept of computer graphics• Visualization basics• What is PBR?• Game render engines or game engines Chapter 3: Workflow of TexturingChapter Goal: This chapter discusses the general workflows of preparing a model for texturing. The concept and importance of UV unwrapping are also considered as well as common problems that usually arise during work and how to handle them. Sub-Topics• Game texturing pipeline• What is UV mapping?• What are the different types of texture maps? Chapter 4: Texturing Games vs Texturing MoviesChapter Goal: Here the reader will learn more about the major differences as well as the similarities between texturing assets for movies and texturing assets for games. Sub-Topics• Texture map fundamental• What are the major differences?• Common pipelines and similarities Chapter 5: PBR Texturing vs Traditional TexturingChapter Goal: In this chapter, we discuss the various traditional and modern texturing methods and their pros and cons. This will help readers decide which method is best suited for them. Sub-Topics• Texturing using 2D painting applications• Texturing using 3D texture painting applications• PBR texturing examples• PBR vs traditional texturing Chapter 6: Substance SuiteChapter Goal: The readers are introduced to the four softwares that come with the Substance Suite and the different functions of each of them and where they are used in the industry. Sub-Topics• What is Substance Painter?• Why should we use substances?• Uses of other Substance Suite applications Chapter 7: Hardware SpecificationChapter Goal: The recommended hardware configurations required to run Substance Painter properly are discussed. Sub-Topics• GPU vs CPU• Recommended hardware Chapter 8: Graphical User InterfaceChapter Goal: All the essential shortcuts and the GUI for Substance Painter are listed in this chapter. Sub-Topics• Main menu• Sliders• Toolbars• Properties • Texture Set• Layer Stack• History• Shelf• Display Settings Chapter 9: Viewport NavigationChapter Goal: The readers are introduced to the Viewport and all the tools and shelves of Substance Painter. Sub-Topics• Common shortcuts• A detailed guide to commonly used tools Chapter 10: Project SetupChapter Goal: How to setup a project in Substance Painter and what are the correct settings for the same? We will discuss all that in this chapter. Sub-Topics• Choosing a substance workflow• Import into Substance Painter• Project configuration in detail Chapter 11: Baking and Importance of MapsChapter Goal: In this chapter, the readers will learn about the importance of baking maps and their uses. Sub-Topics• Introduction to the Baker• Baking parameters in Substance Painter• Uses of different maps created by Baker Chapter 12: Working with Materials, Layers, and Masks Chapter Goal: This chapter introduces the students to the materials and the robust layer-based workflow that allows the creation of complex materials using masks. Sub-Topics• Introduction to Materials and Smart Materials• Building up your material • Layers and Masks Chapter 13: Working with Procedural MapsChapter Goal: Here, we discuss how to texture procedurally using various maps and filters and more advanced uses of masks. Sub-Topics• Detailed introduction of filters• Comprehensive introduction of generators• Uses of grunge and other procedural textures Chapter 14: Substance AnchorsChapter Goal: The students will now learn about the anchor system of Substance Painter and how powerful they are. Sub-Topics• What is an anchor?• Anchor point as a reference• How to effectively use anchor Chapter 15: Rendering with I-RayChapter Goal: The internal of render engine of Substance Painter, the Nvidia I-Ray is discussed in this chapter and how to render an asset using it. Sub-Topics• What is I-Ray?• I-Ray Render settings• Exporting Painter files Chapter 16: Integration with Marmoset, Maya, and BlenderChapter Goal: Here, we discuss the procedure for export of the created material from Substance Painter to other popular render engines. Sub-Topics• Exporting for Marmoset, Maya, and Blender • Importing into Marmoset, Maya, and Blender • Material setup in Marmoset, Maya, and Blender Chapter 17: Rendering a PortfolioChapter Goal: Finally, we discuss the process of importing maps in the render engine of your choice and rendering a portfolio ready image. In our case, we will use Blender and Marmoset tool bag. Sub-Topics• Material setup in Blender• Rendering with Blender• Rendering with Marmoset tool bag Chapter 18: Integration with Game Engine (UE4)Chapter Goal: In this chapter, readers will learn about the process of exporting materials for game engine (Unreal Engine 4 in our case) as well as setting up the material inside the game engine for use. Sub-Topics• Exporting to Unreal Engine 4• Importing into Unreal Engine 4• Material setup Chapter 19: Tips and Tricks of Substance PainterChapter Goal: In this final chapter, we will discuss some tips and tricks that will help speed up your work-flow or help you in creating something interesting.Sub-Topics• Some general tips• Integration of substance painter with Designer• Some tricks with tools• Substance painter use in media and entertainment industry. … (more)
- Publisher Details:
- Berkeley, CA : Apress
- Publication Date:
- 2020
- Copyright Date:
- 2020
- Extent:
- 1 online resource (263 pages)
- Subjects:
- Computer science
Computer graphics
Computers -- Computer Graphics
Graphics programming
Computers -- Programming -- Games
Games development & programming
Computer games--Programming - Languages:
- English
- ISBNs:
- 9781484258996
- Related ISBNs:
- 9781484258989
- Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.506447
- Ingest File:
- 03_082.xml